Hi crawlers! Here’s the latest and greatest from trunk:
- God wrath has been changed to trigger only as experience is gained; it occurs more frequently, but tends to occur only during / after significant battles.
- Several deities – Okawaru, Trog, Vehumet, Makhleb, Yredelemnul, and Kikubaaqudgha – have had their wrath tinkered with, mainly to scale better with the player’s XL.
- The shadow mimic behaviour of Dithmenos (formerly Dithmengos) followers has changed – spells aren’t directly mimicked (except for enchantments), instead yielding a shadow shard or shadow bolt depending on the original spell, and damage output from physical attacks has been reworked.
- All skills usable by divine abilities are available to train immediately on worshipping that god, rather than needing to wait for the abilities to become available. For most gods this is Invocations where applicable; for Nemelex this is Evocations; for Kikubaaqudgha this is Necromancy. TSO followers can also train shields at any time (cf. Divine Shield).
- New unrand artefacts: the +3,+5 arc blade {discharge, rElec}, a cutlass which causes a static discharge effect on one third of melee attacks; and the +3,+6 demon whip “Spellbinder” {antimagic, MR+}, which inflicts miscast effects on spellcasters related to the spells they can cast.
- An experimental new Swamp level layout, appearing on 2/7 of all non-ending Swamp levels.
- Summoned allies will attack enemies without needing to be being prompted to do so.
- Another redesign of the Vaults:5 layout – the outer ring has returned, and all of the corners of the quadrants are now open to the ring.
- Item destruction from sticky flame has been reduced.
- Felids can now use wands.
- The list of recommended combinations has been revised heavily; as part of the changes, species and background recommendations are now independent of each other – that is, a species may recommend a background where that background does not necessarily recommend that species, and vice-versa.
- Large rocks are no longer inherently penetrating (this was itself a trunk experiment).
- Dith’s Shadow Form now causes skill drain on taking damage, and is usable by all races (i.e. undead can use it).
- Crystal golems have been replaced with crystal guardians – less HP, but the ability to fire a crystal bolt which bounces off of all features and deals either fire or cold damage on a per-bolt basis.
- Lemures and jellyfish are no more.
- Many other smaller changes.
Happy crawling!
1. Comment by David Yang
18/Feb/2014 at 06:25
Item destruction from sticky flame has been reduced.
You mean, I don’t have to run, drop my scrolls and berserk every time I see a mottled dragon? I don’t auto-lose the minute I get caught off-guard by a hell hound?
Felids can now use wands.
Felids are somewhat decent now?
jellyfish are no more.
If you get rid of everything I hate, I might stop going to crawl for my daily dose of rage-juice.
2. Comment by Sudarshan
18/Feb/2014 at 19:06
0.14 seems to make YASDs a lot harder than 0.13 Awesome!
Please release 0.14 soon guys, there seem to be enough improvements for two releases already!
3. Comment by Curio
18/Feb/2014 at 21:27
So ,when 3 years ago I proposed to make Vaults:5 quarters to open outside it was a bad idea. K.
4. Comment by Nick
19/Feb/2014 at 10:57
Dude, 3 years ago the dev team was working on different stuff, and there were different members on the dev team. They work really hard to make a fun, playable, but challenging game. I asked for an insect race 2 years ago and they just now implemented something like it. The devs have a vision in mind and the fact that they take suggestions at all is incredible. At least something you wanted is being implemented?
5. Comment by rjrrt
19/Feb/2014 at 19:35
@Curio: The new V:5 layout is nothing like your proposal. This new layout has all 4 corners of every quadrant open. This makes V:5 harder, not easier.